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Fitness and Exercising in Virtual Reality

Hansson, Adrian LU (2018) MAMM01 20182
Ergonomics and Aerosol Technology
Abstract
Virtual Reality technology has advanced forward in a world where physical fitness
is not always a natural part of everyday life. But must one thing be traded for the
other? VR lets users immerse themselves in an entirely virtual world where
interaction is possible through physically moving around in the real world. So, is it
possible to combine VR with exercising? That is what this master thesis aims to
discover, attempting to fuse the two together with gamification.
A Virtual Reality application was built, relying on user input as it was developed.
Several types of exercises were implemented, and everything was joined together
by a gamified system of gaining points and trophies. 21 people participated in formal
testing.
The app... (More)
Virtual Reality technology has advanced forward in a world where physical fitness
is not always a natural part of everyday life. But must one thing be traded for the
other? VR lets users immerse themselves in an entirely virtual world where
interaction is possible through physically moving around in the real world. So, is it
possible to combine VR with exercising? That is what this master thesis aims to
discover, attempting to fuse the two together with gamification.
A Virtual Reality application was built, relying on user input as it was developed.
Several types of exercises were implemented, and everything was joined together
by a gamified system of gaining points and trophies. 21 people participated in formal
testing.
The app received overall positive feedback, but still lacked in variety and execution.
Interacting in a 3D user interface was not as intuitive as expected, and the
participants did not always feel that their goals in the exercises were clear enough.
The participants nevertheless felt immersed in their experience and voiced the
general opinion that they saw potential in the app.
For the future, it seems that an app like this is viable, but needs much more time to
be developed and tested. (Less)
Please use this url to cite or link to this publication:
author
Hansson, Adrian LU
supervisor
organization
course
MAMM01 20182
year
type
H2 - Master's Degree (Two Years)
subject
keywords
Virtual Reality, Fitness, Gamification, Interaction, Immersion
language
English
additional info
This Master Thesis was done in collaboration with miThings AB.
id
8963255
date added to LUP
2018-11-21 10:47:59
date last changed
2018-11-21 10:47:59
@misc{8963255,
  abstract     = {{Virtual Reality technology has advanced forward in a world where physical fitness
is not always a natural part of everyday life. But must one thing be traded for the
other? VR lets users immerse themselves in an entirely virtual world where
interaction is possible through physically moving around in the real world. So, is it
possible to combine VR with exercising? That is what this master thesis aims to
discover, attempting to fuse the two together with gamification.
A Virtual Reality application was built, relying on user input as it was developed.
Several types of exercises were implemented, and everything was joined together
by a gamified system of gaining points and trophies. 21 people participated in formal
testing.
The app received overall positive feedback, but still lacked in variety and execution.
Interacting in a 3D user interface was not as intuitive as expected, and the
participants did not always feel that their goals in the exercises were clear enough.
The participants nevertheless felt immersed in their experience and voiced the
general opinion that they saw potential in the app.
For the future, it seems that an app like this is viable, but needs much more time to
be developed and tested.}},
  author       = {{Hansson, Adrian}},
  language     = {{eng}},
  note         = {{Student Paper}},
  title        = {{Fitness and Exercising in Virtual Reality}},
  year         = {{2018}},
}